XCOM 2
[WoTC]SPARK Flamethrowers
74 Comments
Price 4 Jul, 2021 @ 8:32am 
i used the apocalypse canon on a group of lost and they were totally unphased
Kiruka 14 Sep, 2020 @ 7:41am 
Hey Claus, just wanted to stop by and let you know that I used one of your archetypes and abilities for a new MEC variant in my Buildable Units mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2210732936
Ghosty_Jr 27 Apr, 2020 @ 7:32pm 
First of all, love the mod, its nice to have an AOE weapon that isnt a heavy wep. Imo the damage spread is a little too wide. I get that its supposed to be an alternative to the Phase cannon but it feels a little like a downgrade with the possibility of only doing 6 damage in a small cone. I would either tighten the dmg spread from 6-10 to maybe 8-12 or just 8-10 and give the flame a little more distance. Next the bomb, its nice but again a little underpowered. 6 damage in an area of that size with only two uses isnt really worth it.Making it a cooldown ability that uses 3 ammo and bumping up the damage to 8 at the cost of losing a tile in range would be much better I think. The heat beam has the same issue its a short range weapon and you need to get REALLY close for a decent chance to hit with it so while the damage output is nice I think it could use a little buff but only by maybe 2 or so. Finally the guns are HUGE which I love but maybe scaling it down a tiny bit would be good.
sapiking 2 Apr, 2020 @ 11:47am 
Dance Ninja seems to have nailed the Lost damage problem. I've only tried it out once and I'm not sure if any more problems will persist in the future, time will tell...

In the meantime, let everything BURN!
Slackboy101 27 Jan, 2020 @ 7:03pm 
Perfect for the Scorch Titan
I have a strange case with the lost, because every time i fire from apocalypse cannin it didnt do anything to them, except just setting them on fire(applies burning buff)
Dance Ninja 17 Mar, 2019 @ 9:10pm 
In my test if I delete code line SPARK_INFERNOCANNON_GUARANTEEHIT_TYPES=TheLost in XcomFLAMEData.ini
Damage to lost will return to normal.
Frozium 17 Mar, 2019 @ 8:25pm 
@CY-BROS Oh so Lost are actually inmune? I used the the weapon for the first time on a pack of 8 Lost and was very disappointed when the flamer behaved like the Purifier one. Welp, let's give it a second test run then.
Valvatorez(Cox Cable = awful ISP 20 Jan, 2019 @ 10:49am 
Does this work with the MEC Trooper mod?
keyofrage yt 12 Jan, 2019 @ 1:54am 
would it be possible to create a shot gun like weapon for the spark
DERPKING1991 27 Dec, 2018 @ 1:40pm 
If anything it be great with a new spark perks meant for this weapon and so on. Other than that it does look great.
Tardo The Ass-Monkey 26 Dec, 2018 @ 11:27pm 
Would it be possible to make a version of this weapon that is for Grenadiers, that basically turns this weapon into a cannon instead of a SPARK Rifle? If not, oh well, I understand. If yes, sweet, and I look forward to seeing it at some point in the future.
Compo The Smoggie 21 Dec, 2018 @ 12:44pm 
@Claus

I've almost cannibilised the whole of your XcomFLAMEData.ini file and I still can't get any damage output from it in game.

It needs remodding and retesting, mate.

As for the weapon skins, they look great.

Let me know when this is done and I'll resubscribe.
Compo The Smoggie 21 Dec, 2018 @ 10:51am 
@Claus

Same issue here with no damage being dealt.

It shreds armour but doesn't do the intended 10 damage for the Apocalpse Cannon as specified in the .ini file.

I'll have to have a look at it again and try to work out why.
matthew86918 8 Dec, 2018 @ 3:28am 
why green fire???
花兔 24 Nov, 2018 @ 4:30pm 
How to avoid
花兔 24 Nov, 2018 @ 4:29pm 
"apply fire to the world" ??
SkySpirit 22 Nov, 2018 @ 11:57pm 
Is thing like 3T-Skins even possible?
Deadput 18 Nov, 2018 @ 1:43pm 
How do you know it's "this" mod in specific that's causing your crash?
花兔 18 Nov, 2018 @ 5:43am 
wotc game crash?
Deadput 10 Nov, 2018 @ 9:07pm 
It does actual damage on the enemies as well not just burn them.
Literally Cancer 10 Nov, 2018 @ 9:05pm 
While this mod looks interesting, the flamethrowers themselves are a bit gimmicky to use, especially considering how many enemies in the game are immune to fire damage. I'll have to pass this time unfortunately.
Emperor Mollune Veilis Emouran 31 Oct, 2018 @ 7:05pm 
Is not affected by salvo even tho its treated as a heavy weapon by the game. Also destroys loot from enemies even if they werent killed by the initial shot
Jersee 29 Oct, 2018 @ 3:57am 
Is it necessary to tie every tier to foundry projects rather than only the first tier? It's already hard to fit it in with the other mods, seem a lot of trouble to get it included.
The WovenMantis 21 Oct, 2018 @ 5:47pm 
The mod is cool, but the flamethrower itself is proving to be extremely useless. Poor hit chances, useless if not flanked, and extremely low range all add up very quickly. Using this in a mission fucked my whole campaign and got half my A-squad killed. Still a cool mod though.
Claus  [author] 21 Oct, 2018 @ 12:49pm 
No idea why changing it to 50 would show up as 40. But the rest of the values show up even if they are at 0 because the weapon is set up so that you can change how much of those other materials you need to make it. This is just to make it as customizable as possible, so if you for whatever reason want to make the first one cost elerium for example, you can just go to the .ini and change it.
Farakill 21 Oct, 2018 @ 1:37am 
something that bugs me. when building it in proving grounds for the first time, why does it say 0 alloys, 0 cyrstals rather than not showing those values at all? Even tried removing the values from ini. Also when adjusting the supply cost in ini to 50, in game it says 40.
NNNNNNaniTheFK 14 Oct, 2018 @ 2:16am 
Yeahhhhhhhhhhhhhhhhhhhhhhh Burn 'em Aylmao to dustttt
5ColouredWalker 12 Oct, 2018 @ 6:48pm 
Any chance of getting a version where Flamethrowers are built/upgraded as normal weapons instead of as proving ground projects?

Regarding Flamethrowers hit chances:
Given the copy paste by Claus, it'll miss anyone in any kind of cover without the mod that lets them strike in low cover. On one hand, using that mod makes Advent Purrifiers more dangerous. On the other, it lets you use this mod and the mod that allows you to use Advent Flamethrowers exceedingly lethal at short range because you can use them intelligently and can get acting boosting abilities.
Arkhangel 11 Oct, 2018 @ 12:02am 
@Claus: tooltip for the Flamethrowers aren't showing any damage stats at all.
Toran 10 Oct, 2018 @ 1:00am 
@Claus Nah, its alright, I was just wanting to double check just in case it was a bug or something.
Claus  [author] 9 Oct, 2018 @ 10:40am 
@Toran:
Well, that's a tricky question. I didn't really intend it to be that way, but i just copy pasted the flamethrower ability from the Purifier for the Flamethrower attack and made a couple of adjustments here and there(for example so that it consumes ammo) and i did see some Lost stuff in there that i didn't change. However, if the fire ticking deals damage correctly(1 damage per tick for the conventional flamethrower, 2 for mag and 3 for plasma) then i think i'll just leave it like that. Otherwise you can just delete the entire map from Lost with a single attack. Especially with the tier 3 flamethrower.
Joe 6 Oct, 2018 @ 7:29pm 
thats xcom baby
UndyingArchon 5 Oct, 2018 @ 4:42pm 
7 tries at 70%+, all misses
Toran 4 Oct, 2018 @ 6:21pm 
Is the flamethrower attack supposed to always miss and deal no direct damage to The Lost? I seem to keep having that happen even though it does set them on fire and it denotes The Lost being Fire Vulnerable. It'll damage everything else normally.
eldiabs 3 Oct, 2018 @ 6:21am 
Such a fun weapon. Thanks for this!
d_valroth 1 Oct, 2018 @ 4:22pm 
Can confirm the research does not show up. :)
Shavy 1 Oct, 2018 @ 11:43am 
this makes sparks worth their price now yay



(if you have crap ton of other mods too)
MeChFox 30 Sep, 2018 @ 11:18pm 
10/10 time to purge
jacksondaxhacker 30 Sep, 2018 @ 8:43pm 
YES! I love it when original weapons or kitbashes appear here! Unfortunately, most weapon mods are just models ported over from other games...
Claus  [author] 30 Sep, 2018 @ 4:37pm 
@Lux
Worst thing that could happen is that the research doesn't show up.
Arkhangel 30 Sep, 2018 @ 2:33pm 
@Valroth: Metal Over Flesh is better than MTW anyways.

plus, theses ARE usable by MEC Troopers as well, so there's that.
Arkhangel 30 Sep, 2018 @ 2:32pm 
@Lux: pretty sure the only thing it's going to ruin mid-campaign is ADVENT's day for the rest of it, so, 0?
d_valroth 30 Sep, 2018 @ 2:17pm 
This looks nice. Even with Mechatronic Warfare installed I still find SPARKs lackluster, and this just might be the ability they need to get back in the fight.
Malice 30 Sep, 2018 @ 12:52pm 
Aliens will be burn
L. Strauss 30 Sep, 2018 @ 12:02pm 
Claus, on a scale of 1 to 10, how likely is this going to ruin my playthrough by installing it mid campaign?
Tin Can Kat 30 Sep, 2018 @ 10:14am 
Oh my. Time for things we will deny ever happened after we defeat the ayy.
Arkhangel 30 Sep, 2018 @ 9:05am 
@Vertigo: i don't see why it wouldn't, given MEC Troopers use the exact same guns as SPARKs, and that includes mod ones like Spart's Resistance Mec salvaged ones and Claus's own Merc MEC Cannon.
Arkhangel 30 Sep, 2018 @ 9:03am 
@London: it isn't though, given it's basically Lily and some of the scientists figuring out how to enlarge and modifiy the tech, then getting the gearheads to build an extremely volatile weapon, which would probably be best done in the Proving Ground than in Engineering as the PG is specifically designed to deal with that stuff
Elster 30 Sep, 2018 @ 7:24am 
I feel as though the proving grounds project should be available as soon as you autopsy the purifier. Having another research project in between feels redundant.